Game apparatus

ABSTRACT

An electronic game apparatus is provided, comprising an array of indicators, including at least two different types of indicator; at least two sets of player operable switches, each set of switches including sensors corresponding to each type of indicator; and, a microprocessor, the microprocessor connected to each of the indicators and each of the switches and operable to control the activation of each indicator, and to change game state in response to the operation of a switch in dependence on the correspondence between the operated switch and an activated indicator. The game apparatus of the invention can be operated in a number of modes for one, two or multiple players.

FIELD OF THE INVENTION

The present invention relates to a game apparatus, and more specificallyto an improved form of a game apparatus where an electronic device isused to provide control of various lights and sounds and respond to userinputs.

BACKGROUND OF THE INVENTION

Children's games are more fun and more effective when they are both easyto use and have features which engage the attention of the user. It isalso desirable that the game should be easy to learn but remaincaptivating as the participants gain greater skill through repeated use.Whilst there are many games which may be said to fulfill theserequirements they often require multiple pieces and complexarrangements.

It is also desirable in a game that it be compact and easily packaged,be affordable, and be easy to understand and enjoyable for young andold, male and female without any language barriers. The presentinvention aims to provide all of these attributes.

SUMMARY OF THE INVENTION

According to the present invention, an electronic game apparatuscomprises:

an array of indicators, including at least two different types ofindicator;

at least two sets of player operable switches, each set of switchesincluding sensors corresponding to each type of indicator; and,

a microprocessor, the microprocessor connected to each of the indicatorsand each of the switches and operable to control the activation of eachindicator, and to change game state in response to the operation of aswitch in dependence on the correspondence between the operated switchand an activated indicator.

The game state may include the particular indicator which is nextactivated, the row in which the next indicator is activated, the gamescore, or any other aspect of the microprocessor's control over theactivation of the array of indicators.

Preferably, the switches are pressure sensitive switches. Preferably,the indicators are light emitting devices of different colours and/orbrightness. As an alternative, the indicators could emit different pitchsounds or a combination of light and sound.

Preferably, the microprocessor is placed in a fully integrated controlbox.

Preferably, the array of indicators and the sets of player operableswitches are arranged on a three stage board or mat. Each set of playeroperable switches may be placed on a separate mat or board to theindicators and each other, with each mat or board connected to anotherby cables and integrated plugs and sockets. Alternatively, they may bearranged on a single mat. In one version of the game, the playeroperable switches may be pressure sensors designed to be activated bythe feet of players, the indicators and switches being arranged on a matmade of a flexible material such as vinyl. In another version of thegame, the indicators and sensors may be arranged on a table top board,the sensors being designed to be activated by the hands or fingertips ofplayers. In a further version of the game, the array of indicators andsets of switches may be embodied in software and appear on a computerscreen, with the switches formed on a touch screen. Alternatively, theindicators could appear on the computer screen and the switches be keyson a keypad.

Preferably, the array of indicators is arranged to form a plurality ofrows of indicators, the game state determining in which row theactivated indicator lies.

Preferably, the microprocessor and indicators are battery operated.Alternatively, the microprocessor and indicators may be powered from themains. Preferably, the microprocessor includes an ON-OFF and RESETswitch facility. Preferably, the microprocessor includes a display, thedisplay indicating the game state or game score. Preferably, themicroprocessor includes a number of input switches, allowing the user toselect the game mode, and allowing the players to pause and restart thegame.

Preferably, the microprocessor includes software which generates arandom sequence which is used to control the activation of theindicators. This ensures that the activation of the indicators isdifferent from game to game and cannot be predicted by players.

Preferably, the indicators are light emitting diodes (LEDs). Preferably,the user operable switches are coloured corresponding to the colours ofthe indicators. If a particular colour light is illuminated thenactuation of a corresponding coloured switch will be detected by themicroprocessor and the game state subsequently altered.

Preferably, the control box includes audio means to emit an array ofsounds during a game. Preferably, the control box includes an ON-OFFswitch for the audio means to allow the unit to operate in silent mode.Preferably, is programmed so that there is a five second delay betweenthe activation of a game and the commencement of play.

BRIEF DESCRIPTION OF THE DRAWINGS

Examples of the present invention will now be described in detail withreference to the accompanying drawings, in which:

FIG. 1 shows a game apparatus according to a first embodiment of thepresent invention;

FIG. 2 is a flow diagram showing the progress of the game of FIG. 1 inone particular game mode;

FIG. 3 is a schematic diagram showing the connections between thevarious elements of the game apparatus of FIG. 1; and,

FIG. 4 shows a second embodiment of the present invention.

DETAILED DESCRIPTION

FIG. 1 shows a game apparatus according to a first embodiment of thepresent invention. The game apparatus shown in FIG. 1 comprises threelaminated, vinyl/conductive carbon mats, a central game mat and twoplayer mats. The mats are made non-slip on the underside. The game matincludes a microprocessor 1, an array of coloured lights 2 and theplayer mats each include a sets of corresponding pressure sensors 3,4.As shown, each set of pressure sensors is identical and includes eightdifferent coloured sensors. The array of indicators includes thirty sixlights of eight different colours, 4 or 5 of each colour. The number oflights and sensors can of course be chosen according to preference. Thelights are light emitting diodes (LEDs) but may be any kind of lightemitting device. Also shown are a power switch 9, start switches 5, ascore display 6, game pause buttons 7 which allow the game to be pausedand mode buttons 8 which allow different modes to be selected.

Each of the lights are connected to the microprocessor via wiresembedded in the game mat and/or via a conductive carbonmembrane/laminate. The sensors are similarly connected to themicroprocessor 1 via wires embedded in the mats and wires and integratedplugs/sockets between the game and player mats. The microprocessorreceives signals from the circuits including each pressure sensor whenthe pressure sensors are actuated.

In one mode, (entitled ‘CHASE’) the game is to be played by two players,Player 1 and Player 2, each having their own set of sensors 3,4. Thesensors are to be operated by the players' feet. The game is started bythe switching of a start switch 5. There is a delay of five seconds toallow the players to take up their respective positions and readythemselves to commence play (as signalled by the verbal audioannouncement “Let's Play” emitted from the control box). Themicroprocessor then causes a light in the central row of the array oflights to be illuminated. It could be any one of the four lights shownin the sensor array, the choice being made by the microprocessor on thebasis of a random number generation. In this example a red light isilluminated. The players compete to be the first to depress theircorresponding pressure sensor, i.e. their red coloured pressure sensor.

The microprocessor determines which player has pressed the correctsensor is first. As a result of that determination, the existing lightgoes out and another light is illuminated. If Player 1 was the first todepress the correct sensor in response to the previous illuminated lightthen the microprocessor selects a light in the row adjacent the centrerow but closer to Player 2. In other words, the player that reacts thefastest advances the next light to be lit into the next row on the playgrid towards their opponent. If Player 2 was successful in response tothe illuminated light then a light in a row adjacent to the central rowbut closer to player one would be selected. The light that isilluminated in each row is selected on a purely random basis ascontrolled by the microprocessor and may be different every time thegame is played.

The process is then repeated with the next light to be illuminated beingin a row adjacent to the previous light but closer to the unsuccessfulplayer. The game is concluded when a light is illuminated in the goalarea 10. The board size and more particularly the number of rows oflights can be chosen to make a game longer or shorter. Also the game maybe set up so that next light to be illuminated is in a row adjacent tothe previous light but closer to the successful player.

FIG. 2 is a flow diagram showing the steps the processor performs duringa game in this mode. The game is started and the microprocessor selectsan appropriate light to illuminate, i.e. one from the central rowequidistant from both players. The light is then illuminated and theactuation of the sensors detected. The microprocessor then determineswhich was the first correct sensor to be depressed. If it was a sensorfrom Player 1, then the microprocessor asks whether the light wasadjacent the goal area of Player 1 i.e. whether the light was in the rowclosest to Player 2. If yes, then Player 1 has won the game and the gameends. If no, then the game proceeds with the illumination of anotherlight in the row adjacent to the previous light but closer to Player 1'sgoal area. Similar steps are taken if Player 2 is successful inactuating the correct sensor first.

As a sub-level addition to the ‘Chase’ game mode a single player canplay against the microprocessor at various levels of difficulty. This‘play-alone’ option is entitled ‘SOLO’. The microprocessor can beprogrammed to give the player a set time to actuate the correct sensor.If the player succeeds the next light illuminated is in the row onecloser to his goal area. If the player fails the next light illuminatedis in the row one closer to the player. The game ends when a goal areais reached.

In another mode, (entitled ‘CATCH’) the game is played by a singleplayer against the clock. The microprocessor controls the illuminationof random lights in the array for a predetermined time. The player mustactuate the corresponding sensor to the illuminated light before thenext light is illuminated. Points are scored, and recorded on a digitaldisplay unit, for each successful hit. Players can compete against eachother by comparing their scores. The level of difficulty can be setaccording to the speed of illumination of the lights. In the preferredexample, there are 8 pre-set levels of difficulty resulting in 8 levelsof pre-set frequencies of illuminations, for example, in the easiestlevel there are 25 lights illuminated within a minute and in the hardestlevel there are 60. The speed of the levels is simply a programmingchoice. The player positions themself in a start position and there is a5 second time delay before the game starts after actuation of the startswitch and play level selector. The game ends after a predeterminednumber of lights have been illuminated within a set time duration ofprecisely one minute.

In a third mode, (entitled ‘COPY’) the game is intended to be played bya single player. In this mode the idea of the game is for the player tocopy the sequence of illuminations which are produced by themicroprocessor. The microprocessor illuminates a pattern of lights in arandom sequence. A pre-selected level of playing difficulty controls thespeed, length and complexity of the sequence. The player positionsthemself in a start position and there is a 5 second time delay beforethe game starts after actuation of the start switch and play levelselector. The object is for the player to memorise the random sequencein which the lights are illuminated and to copy the pattern exactly onthe sensor pads. Points are scored for each successful attempt.

The game apparatus of the present invention can be provided on mats, asdescribed above, designed so that the pressure sensors are actuated bythe feet of a user. The foot operated model could come in a number ofsizes but the appropriate dimensions of the game mat is about 3 metresby 1 metre. Alternatively, the game could be made in a table top version(approximate dimensions 1200×300 mm) with the switches designed to beactuated by the fingertips of the player. The lights could be simpleLEDs. It is also possible that a miniature travel pack version could bemade with an even more compact arrangement of switches.

The game apparatus of the present invention could also be provided insoftware to appear on a computer screen. The switches could be actualbuttons on the game apparatus or could be provided on a touch sensitivescreen. The lights could be represented simply on a screen or bereplaced by more elaborate icons. The game could be provided as a videogame to be played in the home or alternatively in an arcade version in astand alone machine with the game embodied in a mixture of software andhardware. The modes of operation are the same, the game testing thereactions of the players.

FIG. 3 shows a circuit diagram of the apparatus of FIG. 1. Themicroprocessor 1 (Chip SNC5X8) is connected in parallel to each of thelights (LEDs) 2. The circuit diagram also includes 14 boxes, labeled1^(st) digit A-G and 2^(nd) digit A-G. These are the LEDs that form thetwo digits of the score display 6. The illumination of the LEDs in thescore display is also controlled by the microprocessor 1.

FIG. 3 also shows the switches 3, 4 and the start 5, pause 7 and mode 8buttons. These are shown in a 6×4 grid connected to the microprocessor.The switches for player 1 are labeled A1-A8 and the switches for player2 are labeled B1-BB. The microprocessor controls the illumination of theLEDs in dependence on the operation of the grid of switches.

A loud speaker 11 is also shown which can add a further level ofexcitement to the game. The loud speaker is controlled by themicroprocessor and can be used to announce the start and end of games orto indicate when a correct switch has been operated. The loud speaker ishoused within the control box.

FIG. 4 shows a second embodiment of the invention, with the workingtitle ‘CHASERracer’. In this embodiment the game can be played by 2 to 4players in a head-to-head race. There are four separate player mats,made from durable, non-slip, laminated vinyl/conductive-carbon materialand are connected to the ‘race’ mat (similarly constructed) by cablesand plugs. This provides versatility so that they can be placed aroundit to suit the domestic arena in which the game is to be played. Eachplayer occupies one of the four player mats and they adopt the primarycolour of this particular mat as their own for the game in play. Thearrangement of the four colour-coded sensors on each play-station isidentical.

The ‘race’ mat also incorporates a fully integrated electronicmicroprocessor (battery and/or mains operated), an ON-OFF and RESETswitch plus a digital LED number display to record the scores achievedfor each player. The microprocessor also has an ON-OFF switch for theaudio speaker to allow the unit to run in silent-mode.

The purpose of the game is for the players to compete against each otherin a race to the finishing line. Each player mat is a particular primarycolour corresponding to the colours of the lights on the ‘race’ mat.Each player controls the progress of their own colour up the race tracktowards the winning line. They do this by reacting to the randomillumination of 4 colour-coded lights sited at the race mat ‘start’control that correspond to the same colours featured on each of theindividual play-station sensor mats (ie. red-green-blue-yellow). Iftheir own colour light illuminates on the race mat and they react firstto press the corresponding colour on their sensor pad, they move theirown light forward to the next light. The next light on their personalcolour line flashes to show where they are up the race track.Conversely, if an opponent reacts to the light before they do, they‘block’ the progress of that particular light up the race track.Consequently, the player fastest to respond to the random illuminationof the four colour-coded lights at the start of the race mat should movetheir own light up the race track quicker than their fellow competitorsand advance the eight progressions required to win the game. The numberof players and the length of the race track can be chosen according topreference. The same basic play strategy applies to all the playerstaking part irrespective of which primary colour play-station theyoccupy.

The microprocessor controls the illumination of the lights in a similarfashion to that described with reference to the first embodiment.Furthermore, the second embodiment can similarly be made in a number ofdifferent sizes for foot operation or hand operation of the switches, ona computer or as an arcade game.

1. An electronic game apparatus comprising: an array of indicators,including at least two different types of indicator; at least two setsof player operable switches, each set of switches including sensorscorresponding to each type of indicator; and, a microprocessor, themicroprocessor connected to each of the indicators and each of theswitches and operable to control the activation of each indicator, andto change game state in response to the operation of a switch independence on the correspondence between the operated switch and anactivated indicator.
 2. An electronic game apparatus according to claim1, wherein the switches are pressure sensitive switches.
 3. Anelectronic game apparatus according to claim 1, wherein the indicatorsare light emitting devices of different colours and/or brightness.
 4. Anelectronic game apparatus according to claim 1, wherein the indicatorsemit different pitch sounds.
 5. An electronic game apparatus accordingto claim 1, wherein the array of indicators and the sets of playeroperable switches are arranged on a three stage board or mat.
 6. Anelectronic game apparatus according to claim 1, wherein the indicatorsand switches are arranged on a mat or mats made of a laminatedvinyl/conductive carbon membrane.
 7. An electronic game apparatusaccording to claim 1, wherein the player operable switches are pressuresensors designed to be activated by the feet of players.
 8. Anelectronic game apparatus according to claim 1, wherein the indicatorsand sensors are arranged on a table top board, the sensors beingdesigned to be activated by the hands or fingertips of players.
 9. Anelectronic game apparatus according to claim 1, wherein the indicatorsare light emitting diodes (LEDs).
 10. An electronic game apparatusaccording to claim 1, wherein the array of indicators and sets ofswitches are embodied in software and appear on a computer screen, withthe switches formed on a touch screen.
 11. An electronic game apparatusaccording to claim 1, wherein the array of indicators and sets ofswitches are embodied in software, the indicators appearing on acomputer screen and the switches being keys on a keypad.
 12. Anelectronic game apparatus according to claim 1, wherein the array ofindicators is arranged to form a plurality of rows of indicators, thegame state determining in which row the activated indicator lies.
 13. Anelectronic game apparatus according to claim 1, wherein themicroprocessor includes software which generates a random sequence whichis used to control the activation of the indicators.
 14. An electronicgame apparatus according to claim 1, wherein the user operable switchesare coloured corresponding to the colours of the indicators.